/*
 * Copyright (c) 2011, okazoh_tk. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *  - Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 *  - Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *  - Neither the name of the copyright holder nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef ALKES_OPENGL_SOFTWARE_MATRIX_STACK_H_INCLUDED_
#define ALKES_OPENGL_SOFTWARE_MATRIX_STACK_H_INCLUDED_

#include "alkes/opengl/internal.h"
#include "alkes/opengl/GLWrapper.h"
#include "alkes/opengl/IMatrixStack.h"
#include "alkes/core/Deque.h"

namespace alkes {

#if !defined(ALKES_GLES)

class AL_OGL_EXPORT GLSoftwareMatrixStack
    : public IMatrixStack
{
public:
    GLSoftwareMatrixStack();
    virtual ~GLSoftwareMatrixStack();

    virtual void setMode(MatrixMode mode);

    virtual void pushMatrix();
    virtual void popMatrix();

    virtual void identity();

    virtual void multiply(const Matrix& m);

    // Projection
    virtual void perspective(float fovy, float aspect, float znear, float zfar);
    virtual void frustum(float left, float right, float bottom, float top, float znear, float zfar);
    virtual void ortho(float left, float right, float bottom, float top, float znear, float zfar);
    virtual void lookAt(const Vector3D& eye, const Vector3D& at, const Vector3D& up);

    // Model View
    virtual void translate(float x, float y, float z);
    virtual void scale(float xscale, float yscale, float zscale);
    virtual void rotate(float angle, float x, float y, float z);

private:
    void destroyStack(Deque& stack);

private:
    Deque projection_stack_;
    Deque modelview_stack_;
    Matrix projection_;
    Matrix modelview_;
    Matrix* current_projection_;
    Matrix* current_modelview_;
    Matrix* current_matrix_;
};

#endif

}

#endif
